Friday 17 April 2020

The Tinker's wares

Eli looks you all over noting with a very practiced eye the quality of equipment and clothing the Fellowship are wearing.

"Well now.." Scratching one ear he smiles, "I may have a few items I've tinkered with that may be of use to you.."

Pulling out a small chest, he mumbles a few words and with 4 glowing purple runes appear and fade away.. then fiddling with a small lock open the chest. He starts pulling out a number of items that would definitely not fit in the small box!

  • Gem Sight. Creates a beam of light to target (DM: equal to a laser target sight)
    • Targeting site that can be added to any missile weapon. Will give wielder advantage to hit. Can be used 4 times per day. Recharges at dawn - (d4+1 - MAX4). 
    • Note the turn that it is used, the wielder is now a better target. Any enemies with missile weapons (or spells) get advantage to hit until wielder's next turn.
  • Flint-omatic. A small handheld flint and steel on a spring. A lighter - holds an amount of oil in some cotton. Allows one to light a fire very quickly. Needs to be refilled with oil once in a while.
  • Spring Loaded Boots: When these contraptions (small springs and tight ropes, that attach closely to the user's boots) attached to a wearer's boots, can jump twice as far as part of your movement but there is a 10% chance that they work too well and you jump 3 times as far, take fall damage equal to the distance covered, and end your turn prone. Can be used 3 times per day. (recharge at dawn (1d3+1 - MAX3)
  • Ale of the Great Wrym. A sealed tankard with a dark ale. Grants a temporary 5 hit points. Once used, they are gone.
  • Janx's Books of Cults - A leading explorer's journal of all the latest known on cults in the lands. A set of 6 journals/tomes.
  • Clockwork Hamster (miniature):  constantly mimics any sound nearby including wielder's voice, footsteps, etc. Great for distractions or in a corridor as they hear footsteps following them. Lasts for 1 minute. Can be used 1 time per day (10% chance for it to break upon using)
  • A very large scale. Looks to be tarnished brass. Eli says is a Brass Dragon. (2 feet long by 1 foot wide)
  • Potion of Shrinkage - reduces drinker's height to 1' tall for 1 hour. 
  • Whispering EarRing  - can throw your voice - similar to a message spell to any creature wearer can see within 50 feet. Can be used 4 times per day (recharges 1d4+1 at Dawn. MAX4)
  • Jellyfish in a jar of seawater - bright blue and red streaks. touch it and get a shock/paralyzed.
  • Climber's Claws - Give +1 damage in unarmed combat. Also advantage on athletics/acrobatcs climbs and add 10 feet of climbing speed
  • The Tongue Tattoo. Temporary. when places on tongue, the tattoo will allow the user to cast suggestion 3 times as a bonus action. After the 3rd use, the tattoo fades away.
  • FireMaker Applied to any metal melee weapon. 
    • This is a copper tube and plate attached to the handle of the weapon.. As a bonus action, you can activate the FireMaker, adding an extra d6 of fire damage to the weapon until the start of your next turn. 
    • This feature may be used 4 times before the weapon must spend at least 1 hour in direct sunlight to recharge the power source. 
    • In the event you roll a 1 on an attack roll while the FireMaker is activated, the FireMaker overloads and destroys itself and any non-magical weapon it's attached to, dealing 1d6 of fire damage to the wielder. If the weapon is magical, only the FireMaker is destroyed. However, the fire explosion reflects off of the magical weapon and does an extra d6 (for a total of 2d6) fire damage to the wielder.

No comments:

Post a Comment